M:tG RPG
You know what we want?
An actual to Goddess Magic the Gathering roleplaying game. Not 'you play normal peeps in a very few settings we've published for 5e', we're talking Planeswalkers who call upon mana they draw from lands they've visited - sacred pools and ancient forests and decaying marshes. They have spells they've learned and stolen from various realms and from rival duels. They call upon heroes and monsters they've met and formed bonds with (though not actually summoning said heroes and monsters, but their likenesses), and unleash spells which could, with enough power, destroy entire nations.
An actual to Goddess Magic the Gathering roleplaying game. Not 'you play normal peeps in a very few settings we've published for 5e', we're talking Planeswalkers who call upon mana they draw from lands they've visited - sacred pools and ancient forests and decaying marshes. They have spells they've learned and stolen from various realms and from rival duels. They call upon heroes and monsters they've met and formed bonds with (though not actually summoning said heroes and monsters, but their likenesses), and unleash spells which could, with enough power, destroy entire nations.
We wanted characters who walked from world to world, looking for new adventures, facing new rivals, and taking down new threats as they grew in power.
You know, the stuff they talked about way back in Beta. Because that's where we came in, and the very idea was inspiring. The original concept: two (or more) Planeswalkers throwing down against one another for supremacy. We loved that. The idea of a group of Planeswalkers uniting for a common cause filled us with ideas, and we waited for WotC to release it.
They never did.
Sure, there's a few PDFs out now talking about specific worlds -- know what's not in those PDFs?
How to make and play Planeswalkers.
How to summon monsters and heroes, craft enchantments and perform sorceries.
The spells of M:tG? Not to be found.
The unique 'rules' of these worlds? No, not really.
Sure, there's a few PDFs out now talking about specific worlds -- know what's not in those PDFs?
How to make and play Planeswalkers.
How to summon monsters and heroes, craft enchantments and perform sorceries.
The spells of M:tG? Not to be found.
The unique 'rules' of these worlds? No, not really.
They're small, 5e supplements which don't really give you a full feel for these worlds. They're snippets, and without the unique magic and creatures of those worlds - they don't do much.
We began writing a ruleset for 5e, where you play actual Planeswalkers, since there's a lot of creatures there that could be converted, but eventually we stopped, since it wasn't really getting that M:tG feel, which is a bit of a shame. We may make a new ruleset for something similar though... we'll see.
But.... yeah, WotC would have made mad bucks in the RPG community if they'd released a proper M:tG game.
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